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Dragon Hack

A Pathnder Race and Class system for the Dragon Age Game
version 1.3

Dragon Hack

This document uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizos Community Use Policy. I am expressly prohibited from charging you to use or access this content. This document is not published, endorsed, or specically approved by Paizo Publishing. For more information about Paizos Community Use Policy, please visit paizo.com/ communityuse. For more information about Paizo Publishing and Paizo products, please visit paizo.com. Also note, that some of the descriptions and game mechanics used in this document are copied here from the Pathnder Reference Document, which is distributed under the Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathnder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathnder RPG Bestiary. 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Advanced Players Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn. This document presents new, fan-created elements for the Adventure Game Engine, which is the copyright of Green Ronin Publishing. Green Ronin Publishing, Adventure Game Engine, Green Ronin, and their associate logos are the trademarks of Green Ronin Publishing. Dragon Age, the Dragon Age logo, BioWare, and the BioWare logo are either registered trademarks or trademarks of EA International (Studio and Publishing) Ltd. in the United States, Canada, and other countries. Nothing about their use here represent any challenge to those copyrights, nor is any of the work here published by, endorsed, consented to, or approved by Green Ronin Publishing, BioWare, or EA International Ltd.

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Dragon Hack
A Pathnder Race and Class system for the Dragon Age Game
version 1.3

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Using this book: The following is a collection of new, home-brewed material for use with the Adventure Game Engine by Green Ronin Publishing. This book uses a new mechanic called traits to allow players to model their characters after the familiar race and class archetypes of more traditional fantasy role-playing games such as the Pathnder Roleplaying Game from Paizo Publishing. In this way, a player builds their background from a combination of race traits and class backgrounds to create a unique character. How to build a character: When using the traits method, the player rst selects their race and writes down the special racial traits they receive on their character sheet. They should then use the points system in the Set 2 Players Guide to choose starting attributes, modifying their chosen scores by the attribute bonus they receive from their chosen race. Next the player picks a class background. This is similar to traditional game engine backgrounds in that it offers the player a choice of starting abilities and a table for additional beginning benets. Players are encouraged to use the point-buy system from Set 2 to choose benets for their character. Class backgrounds also grant a variety of special background traits available at odd levels. Players should write down the rst-level class trait they receive for their choice of background. Finally, the choice of background also determines the characters class; either Mage, Rogue or Warrior. The player should then follow the guidelines in the Set 1 Players Guide to complete creating a rst level character of their respective class. Thats it, the character is now ready for play using the Dragon Hack system. Derivative work: This document is a fan-written, derivative work using elements from both the Adventure Game Engine by Green Ronin Publishing and the Pathnder Roleplaying Game by Paizo Publishing. It was created solely for the players in my home role-playing group to be able to play Pathnder characters using AGE system mechanics. In most cases, the race and class descriptions and their associated powers were taken directly from the Pathnder Reference Document, which is distributed under the Open Gaming License. That does not make this product an open gaming product, however. This document also contains copyrighted artwork taken from the Paizo Blog, and Intellectual Property owned by the Green Ronin, Paizo and Bioware companies. Nothing included in this document should be taken as a challenge to those copyrights, and this work is created without the consent or even awareness of those companies. It is being distributed freely by me so that other players and game masters can create their own system of race and class traits to model the games they wish to play using the AGE system. Have fun with it! Note: The idea for the witch to use a Hex power instead of Arcane Lance is based on a similar concept developed by poster forbinproject on the Open Design forums. Version 1.3 represents the Basic set, and includes information for character levels 1-3. Josh Jarman @JoJa_rpg joshjarman.net
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Part 1:

Race Traits

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Drow
Although related to the elves, the drow are a vile and evil cousin at best. Sometimes called dark elves, these cunning creatures prowl the caves and tunnels of the world below, ruling vast subterranean cities through fear and might. Worshiping demons and enslaving most races they encounter, the drow are among the underworld's most feared and hated denizens. Some drow choose to leave their home, however, forsaking the evil ways of their kin for a life as an outsider on the surface world where they are feared and reviled. For these lonely outcasts, the hatred and prejudice they face on the surface is a small price to pay for their freedom from the overwhelming evil of their people. Drow are shorter and a bit more slender than their surface-dwelling kin, but they are otherwise physically similar. Drow have dark skin, ranging from black to a hazy purple hue. Most drow have white or silver hair and white, red or purple eyes. In combat, drow are thoroughly ruthless, with little regard for fairness or mercy. They prefer to attack from ambush or to lure enemies into situations where they clearly have the upper hand. If you choose to play a drow, modify your character as follows: Add 1 to either your Communication or Dexterity attributes. Drow are nimble and manipulative. You can read and speak Elven and the Trade Tongue. You gain a number of unique racial traits at character creation.

Elven Immunities: Drow gain a +1 to Willpower (Self Discipline) tests against magic effects that target the mind. Keen Senses: Elves gain a +1 to their Perception (Hearing) and Perception (Seeing) tests. Summon Darkness: Drow can summon a globe of impenetrable darkness a number of times per day equal to their Magic. The globe occupies a space four yards across within 10 yards of the drow, and makes targeting with a ranged weapon impossible. Weapon Familiarity: All drow, regardless of class, can use Hand Crossbows and Rapiers as if they possessed the appropriate Weapon Group. Hand Crossbow: This drow weapon has a 12/24 range, inicts 1d6+2 damage and reloads as a minor action.

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Dwarves
Dwarves are a stoic but stern race, ensconced in cities carved from the hearts of mountains and ercely determined to repel the depredations of savage races like orcs and goblins. More than any other race, the dwarves have acquired a reputation as dour and humorless craftsmen of the earth. It could be said that dwarven history shapes the dark disposition of many dwarves, for they reside in high mountains and dangerous realms below the earth, constantly at war with giants, goblins, and other such horrors. Dwarves are a short and stocky race, and stand about a foot shorter than most humans, with wide, compact bodies that account for their burly appearance. Male and female dwarves pride themselves on the length of their hair, and men often decorate their beards with a variety of clasps and intricate braids. A clean-shaven male dwarf is a sure sign of madness, or worseno one familiar with their race trusts a beardless dwarf. If you choose to play a dwarf, modify your character as follows: Add 1 to either your Constitution or Willpower attributes. Dwarves are as strong as their mountain homes, and their stubbornness and ability to withstand magical enchantment are legendary. You can read and speak Dwarven and the Trade Tongue. You gain a number of unique racial traits at character creation. Cast Iron Stomach: Dwarves have a natural resistance to poison and strong drink. They gain a +1 bonus to ability tests to resist poison.

Slow and Steady: Dwarves have a base speed of 8 yards, but their speed is never modied by armor. Stand your ground: Dwarves have both a low center of gravity and are well trained in combat. They can make an opposed Strength (Might) test against an opponents attack roll to resist a Skirmish stunt used against them. If successful, the dwarf resists a number of yards equal to the Dragon Die. Stonecunning: Dwarves receive a +1 bonus on Perception tests to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or oors.

Elves
The long-lived elves are children of the natural world, similar in many supercial ways to fey creatures, yet different as well. Elves value their privacy and traditions, and while they are often slow to make friends, at both the personal and national levels, once an

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outsider is accepted as a comrade, such alliances can last for generations. Elves have a curious attachment to their surroundings, perhaps as a result of their incredibly long lifespans or some deeper, more mystical reason. Elves who dwell in a region for long nd themselves physically adapting to match their surroundings, most noticeably taking on coloration reecting the local environment. Those elves that spend their lives among the short-lived races, on the other hand, often develop a skewed perception of mortality and become morose, the result of watching wave after wave of companions age and die before their eyes. Although generally taller than humans, elves possess a graceful, fragile physique that is accentuated by their long, pointed ears. Their eyes are wide and almond-shaped, and lled with large, vibrantly colored pupils. If you choose to play a elf, modify your character as follows: Add 1 to either your Dexterity or Cunning attributes. Elves are nimble, both in body and mind. You can read and speak Elven and the Trade Tongue. You gain a number of unique racial traits at character creation. Elven Immunities: Elves gain a +1 to Willpower (Self Discipline) tests against magic effects that target the mind. Keen Senses: Elves gain a +1 to their Perception (Hearing) and Perception (Seeing) tests. Weapon Familiarity: All elves, regardless of class, can use Long and Short Bows, Longswords, and Rapiers as if they possessed the appropriate Weapon Group.

Half-elves
Elves have long drawn the covetous gazes of other races. Their generous life spans, magical afnity, and inherent grace each contribute to the admiration or bitter envy of their neighbors. Of all their traits, however, none so entrance their human associates as their beauty. Since the two races rst came into contact with each other, the humans have held up elves as models of physical

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perfection, seeing in the fair folk idealized versions of themselves. For their part, many elves nd humans attractive despite their comparatively barbaric ways, drawn to the passion and impetuosity with which members of the younger race play out their brief lives. Sometimes this mutual infatuation leads to romantic relationships. Though usually shortlived, even by human standards, these trysts commonly lead to the birth of half-elves, a race descended of two cultures yet inheritor of neither. Half-elves stand taller than humans but shorter than elves. They inherit the lean build and comely features of their elven lineage, but their skin color is dictated by their human side. A half-elf's human-like eyes tend to range a spectrum of exotic colors running from amber or violet to emerald green and deep blue. If you choose to play a half-elf, modify your character as follows: Add 1 to either your Constitution or Communication attributes. Half-elves are outgoing and enthusiastic and gain the hardiness of their human parent. You can read and speak Elven and the Trade Tongue. You gain a number of unique racial traits at character creation. Adaptability: Half-elves gain one additional focus of their choosing from either the Communication or Cunning attributes at rst level. Elven Immunities: Half-elves gain a +1 to Willpower (Self Discipline) tests against magic effects that target the mind. Keen Senses: Half-elves gain a +1 to their Perception (Hearing) and Perception (Seeing) tests.

Half-orcs
Half-orcs are monstrosities, their tragic births the result of perversion and violenceor at least, that's how other races see them. It's true that half-orcs are rarely the result of loving unions, and as such are usually forced to grow

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up hard and fast, constantly ghting for protection or to make names for themselves. Feared, distrusted, and spat upon, half-orcs still consistently manage to surprise their detractors with great deeds and unexpected wisdomthough sometimes it's easier just to crack a few skulls. Both genders of half-orc stand between 6 and 7 feet tall, with powerful builds and greenish or grayish skin. Their canines often grow long enough to protrude from their mouths, and these tusks, combined with heavy brows and slightly pointed ears, give them their notoriously bestial appearance. While halforcs may be impressive, few ever describe them as beautiful.

If you choose to play a half-orc, modify your character as follows: Add 1 to either your Dexterity or Strength attributes. Half-orcs are big, strong and fast. You can read and speak the Trade Tongue. You gain a number of unique racial traits at character creation. Intimidating: Half-orcs receive a +1 bonus on their Strength (Intimidation) tests. Orc Ferocity: When a Half-orc is rst reduced to 0 health or less, he can make one nal, major action immediately before succumbing to his injuries. Weapon Familiarity: Half orcs gain the Axes Weapon Group regardless of class.

Halings
Optimistic and cheerful by nature, blessed with uncanny luck and driven by a powerful wanderlust, halings make up for their short stature with an abundance of bravado and curiosity. At once excitable and easy-going, halings like to keep an even temper and a steady eye on opportunity, and are not as prone as some of the more volatile races to violent or emotional outbursts. Even in the jaws of catastrophe, a haling almost never loses his sense of humor. Halings are inveterate opportunists. Unable to physically defend themselves from the rigors of the world, they know when to bend with the wind and when to hide away. Yet a haling's curiosity often overwhelms his good sense, leading to poor decisions and narrow escapes.

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Though their curiosity drives them to travel and seek new places and experiences, halings possess a strong sense of house and home, often spending above their means to enhance the comforts of home life. Halings rise to a humble height of 3 feet. They prefer to walk barefoot, leading to the bottoms of their feet being roughly calloused. Tufts of thick, curly hair warm the tops of their broad, tanned feet. Their skin tends toward a rich almond color and their hair toward light shades of brown. A haling's ears are pointed, but proportionately not much larger than those of a human. If you choose to play a haling, modify your character as follows: Add 1 to either your Dexterity or Communication attributes. Halings are nimble and strong-willed, but their small stature makes them weaker than other races. You can read and speak the Trade Tongue. You gain a number of unique racial traits at character creation. Fearless: Halings get a +1 racial bonus to Willpower (Courage) and Willpower (Morale) tests. Haling Size: Halings gain a +1 to the attack rolls and Defense when ghting creatures larger than themselves. They also gain a +2 bonus to their Dexterity (Stealth) tests. Keen Senses: Halings gain a +1 to their Perception (Hearing) and Perception (Seeing) tests. Sure Footed: Halings gain a +1 racial bonus on Dexterity (Acrobatics) and Strength (Climbing) tests.

Humans
Humans possess exceptional drive and a great capacity to endure and expand, and as such are currently the dominant race in the world. Their empires and nations are vast, sprawling things, and the citizens of these societies carve names for themselves with the strength of their sword arms and the power of their spells. Humanity is best characterized by its tumultuousness and diversity, and human cultures run the gamut from savage but honorable tribes to decadent, devilworshiping noble families in the most cosmopolitan cities. Human curiosity and ambition often triumph over their predilection

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for a sedentary lifestyle, and many leave their homes to explore the innumerable forgotten corners of the world or lead mighty armies to conquer their neighbors, simply because they can. The physical characteristics of humans are as varied as the world's climes. From the darkskinned tribesmen of the southern continents to the pale and barbaric raiders of the northern lands, humans possess a wide variety of skin colors, body types, and facial features. If you choose to play a human, modify your character as follows: Add 1 to any attribute of your choosing. The most varied of the races, humans posses an adaptability unique among their peers. You can read and speak the Trade Tongue. You gain a number of unique racial traits at character creation.

Adaptability: Humans gain an additional attribute focus of their choosing at character creation. Talented: Humans also gain Novice training in one talent of their choosing at rst level.

Kobolds
Kobolds are creatures of the dark, found most commonly in enormous underground warrens or the dark corners of the forest where the sun is unable to reach. Due to their physical similarities, kobolds loudly proclaim themselves the scions of dragonkind, destined to rule the earth beneath the wings of their great god-cousins, but most dragons have little use for the obnoxious pests. While they may speak loudly of divine right and manifest destiny, kobolds are keenly aware of their own weakness. Cowards and schemers, they never ght fair if they can help it, instead setting up ambushes and double-crosses, holing up in their warrens behind countless crude but ingenious traps, or rolling over the enemy in vast, yipping hordes. Kobold coloration varies even among siblings from the same egg clutch, ranging through the colors of the chromatic dragons, with red and black being the most common, but blue, green, and white kobolds are not unknown. If you choose to play a kobold, modify your character as follows: Add 1 to either your Cunning or Dexterity attributes. Kobolds are small and fast, and they possess a legendary capacity for craftiness and ruthless ingenuity. You can read and speak the Trade Tongue.

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+1 bonus to Perception (Hearing) and Perception (Seeing) tests. Blue: Blue-scaled kobolds posses an innate bossiness and sense of superiority that often lands them in positions of power. They gain a +1 bonus to their Communication (Leadership) tests. Green: These crafty kobolds are most often found in deep forests, where their multi-hued green scales blend perfectly with their surroundings. They gain a +1 bonus on Dexterity (Stealth) tests in forests. Red: Fierce braggarts, red kobolds believe themselves scions of the mightiest of dragons. They gain a +1 on Willpower (Courage) tests. White: Rare, white-scaled kobolds are often believed to be born under an auspicious omen. They gain a +1 bonus to their Communication (Persuasion) tests. You gain a number of unique racial traits at character creation. Craftiness: Kobolds gain a +1 racial bonus to their Dexterity (Traps) tests. Kobold Size: Kobolds gain a +1 to the attack rolls and Defense when ghting creatures larger than themselves. They also gain a +2 bonus to their Dexterity (Stealth) tests. Natural armor: Despite their small size, kobolds add 1 to the Armor Rating due to their tough, muscled hide. Variants: Kobolds gain unique abilities based on the coloring of their scales, which they claim reveals their draconic ancestry. Black: Black-scaled kobolds are the most widespread, and are typically found underground. Their keen senses give them a

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Part 2:

Class Backgrounds

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Alchemist
Whether secreted away in a smoky basement laboratory or gleefully experimenting in a well-respected school of magic, the alchemist is often regarded as being just as unstable, unpredictable, and dangerous as the concoctions he brews. While some creators of alchemical items content themselves with sedentary lives as merchants, providing tindertwigs and smokesticks, the true alchemist answers a deeper calling. Rather than cast magic like a spellcaster, the alchemist uses his knowledge of herbs and minerals to infuse chemicals with virulent power, which grants him impressive skill with poisons, explosives, and all manner of self-transformative magic. Playing an Alchemist: If you choose to play a alchemist, you gain the following ability focus: Cunning (Poison Lore). Take the Rogue class. Roll twice on the accompanying table for additional benets. If you get the same result twice, re-roll until you get something different. As an alchemist, your character gains special abilities called traits at odd levels. Alchemist traits through third level are as follows: Level 1. Poison Master: Alchemists gain the Poison-Making (Novice) talent at rst level. In addition to the two novice poisons the alchemist learns at rst level, they also can learn to make one Journeyman grenade. They gain an additional grenade and poison at the Journeyman level, and another Journeyman grenade and one master poison at the Master level. Level 3. Potion Maker: The alchemist automatically gains another advancement in their Poison-Making talent. Also, the alchemist has learned to make potions from the herbs and natural ingredients of his surroundings. The alchemist can make a number of Lesser Health Potions, or Lesser Lyrium Potions equal to his Cunning per day. These potions have a limited life, however, and lose potency after 24 hours.

Alchemist 2d6 Roll 2 3-4 5 6 7-8 9 10-11 12 Benet +1 Perception


Communication (Investigation) Cunning (Research) Perception: (Searching)

+1 Dexterity
Dexterity (Grenades) Willpower (Self Discipline)

+1 Cunning

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Barbarian
For some, there is only rage. In the ways of their people, in the fury of their passion, in the howl of battle, conict is all these brutal souls know. Savages, hired muscle, masters of vicious martial techniques, they are not soldiers or professional warriorsthey are the battle possessed, creatures of slaughter and spirits of war. Known as barbarians, these warmongers know little of training, preparation, or the rules of warfare; for them, only the moment exists, with the foes that stand before them and the knowledge that the next moment might hold their death. They possess a sixth sense in regard to danger and the endurance to weather all that might entail. These brutal warriors might rise from all walks of life, both civilized and savage, though whole societies embracing such philosophies roam the wild places of the world. Within barbarians storms the primal spirit of battle, and woe to those who face their rage. Playing a Barbarian: If you choose to play a barbarian, pick one of the following ability focuses: Constitution (Stamina) or Dexterity (Initiative). Take the Warrior class. Roll twice on the accompanying table for additional benets. If you get the same result twice, re-roll until you get something different. As a barbarian, your character gains special abilities called traits at odd levels. Barbarian traits through third level are as follows:

Barbarian
Barbarians start with 35 + Constitution + 1d6 Health.

2d6 Roll
Level 1. Barbarian Rage: The barbarian can enter a rage as many times per day as her Constitution. While enraged, the barbarian gains a +1 to her attack rolls, and a +2 to her damage with melee weapons. She also gains a +2 to Willpower (Courage) and Willpower (Morale) tests. Enraged characters suffer a -2 to their Defense and Perception tests, though. The rage lasts for as many rounds as a barbarians Constitution, and she must pass a TN 13 Willpower (Self Discipline) test to end her rage early. Level 3. Battle Hardened: At third level the Barbarian can half her Constitution rounded down as a bonus to her Armor Rating as long as she doesnt wear metal armor. She also gains a +2 bonus to her Speed.

Benet +1 Dexterity
Constitution (Drinking) Perception (Tracking) Cunning (Natural Lore)

2 3-4 5 6 7-8 9 10-11 12

+1 Strength
Strength (Might) Willpower (Courage)

+1 Perception

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Bard
Untold wonders and secrets exist for those skillful enough to discover them. Through cleverness, talent, and magic, these cunning few unravel the wiles of the world, becoming adept in the arts of persuasion, manipulation, and inspiration. Typically masters of one or many forms of artistry, bards possess an uncanny ability to know more than they should and use what they learn to keep themselves and their allies ever one step ahead of danger. Bards are quick-witted and captivating, and their skills might lead them down many paths, be they gamblers or jacks-of-all-trades, scholars or performers, leaders or scoundrels, or even all of the above. For bards, every day brings its own opportunities, adventures, and challenges, and only by bucking the odds, knowing the most, and being the best might they claim the treasures of each. Playing a Bard: If you choose to play a bard, pick one of the following ability focuses: Cunning (Musical Lore) or Communication (Performance). Take the Rogue class. Roll twice on the accompanying table for additional benets. If you get the same result twice, re-roll until you get something different. As a bard, your character gains special abilities called traits at odd levels. Bard traits through third level are as follows: Level 1. Performance: Bards gain the Music (Novice) talent at rst level. The bard can use his bardic performance ability a number of times per day equal to 4+ his Communication. At rst level the bard can perform Fascinate: Enemies within 16 yards of the bard must pass a Willpower (Self Discipline) test against the bards Communication (Performance) or be affected as per the Daze spell. Or Inspire Courage: The bards allies within hearing gain a +1 to attack rolls and Defense and a +2 to Willpower (Courage) and Willpower (Morale) tests for a number of rounds equal the bards Communication. The bard gains an additional use of his bardic performance ability at each odd level. Level 3. Improved Performance: The bard gains the Inspire Competence performance: An ally within hearing gains a +2 bonus on an ability test of their choice.

Bard 2d6 Roll 2 3-4 5 6 7-8 9 10-11 12 Benet +1 Cunning


Cunning (Historical Lore) Communication (Persuasion) Perception (Empathy)

+1 Communication
Communication (Bargaining) Dexterity (Light Blades)

+1 Dexterity

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Cleric
In faith and the miracles of the divine, many nd a greater purpose. Called to serve powers beyond most mortal understanding, all priests preach wonders and provide for the spiritual needs of their people. Clerics are more than mere priests, though; these emissaries of the divine work the will of their deities through strength of arms and the magic of their gods. Devoted to the tenets of the religions and philosophies that inspire them, these ecclesiastics quest to spread the knowledge and inuence of their faith. Yet while they might share similar abilities, clerics prove as different from one another as the divinities they serve, with some offering healing and redemption, others judging law and truth, and still others spreading conict and corruption. Playing a Cleric: If you choose to play a cleric, pick one of the following ability focuses: Cunning (Healing) or Willpower (Faith). Take the Mage class. Roll twice on the accompanying table for additional benets. If you get the same result twice, re-roll until you get something different. As a cleric, your character gains special abilities called traits at odd levels. Cleric traits through third level are as follows: Level 1. Divine Warrior: Unlike their arcane kin, clerics use divine magic and are at home in armor and on the battleeld. When casting spells from the Creation school, clerics suffer no penalties in armor. Their penalty to cast spells from the Spirit school in armor is reduced by 2. Clerics can choose one additional weapon group at rst level, they must choose a weapon favored by their deity. Level 3. Channel Energy: Channeling energy causes a burst of power that affects all creatures in a 10-yard radius centered on the cleric. The energy heals allies or harms undead. The amount of damage dealt or healed is equal to 1d6 + Magic. The cleric can channel energy a number of times per day equal her Willpower.

Cleric 2d6 Roll 2 3-4 5 6 7-8 9 10-11 12 Benet +1 Cunning


Cunning (Religious Lore) Communication (Leadership) Strength (Bludgeons)

+1 Magic
Magic (Creation) Willpower (Self Discipline)

+1 Willpower

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Druid
Within the purity of the elements and the order of the wilds lingers a power beyond the marvels of civilization. Furtive yet undeniable, these primal magics are guarded over by servants of philosophical balance known as druids. Allies to beasts and manipulators of nature, these often misunderstood protectors of the wild strive to shield their lands from all who would threaten them and prove the might of the wilds to those who lock themselves behind city walls. Rewarded for their devotion with incredible powers, druids gain unparalleled shape-shifting abilities, the companionship of mighty beasts, and the power to call upon nature's wrath. The mightiest temper powers akin to storms, earthquakes, and volcanoes with primeval wisdom long abandoned and forgotten by civilization. Playing a Druid: If you choose to play a druid, pick one of the following ability focuses: Cunning (Natural Lore) or Communication (Animal Handling). Take the Mage class. Roll twice on the accompanying table for additional benets. If you get the same result twice, re-roll until you get something different. As a druid, your character gains special abilities called traits at odd levels. Druid traits through third level are as follows: Druids suffer no armor penalty when casting spells from the Creation, Primal or Spirit schools in leather armor. They cannot wear metal armor. Level 1. Animal Companion: The druid can call upon on a wild animal to be a faithful companion and friend. She gains the Communication (Animal Handling) focus if she doesnt have it, and the Animal Training (Novice) talent. When working with her chosen animal companion, the animals abilities are as if the druid had one higher degree the Animal Training talent. Thus a druid with the Novice talent level would be able to train and give commands to her animal companion as if she were a Journeyman. At the Master level the animal understands the unspoken mental commands of the druid. Level 3. Wild Step: At third level the druid gains the ability to move through heavy underbrush and brambles with ease. They gain a +2 to ability tests to overcome these hazards with a success meaning the take no damage. Enemies trying to track a druid suffer a -2 to their Perception (Tracking) tests. 19/30

Druid 2d6 Roll 2 3-4 5 6 7-8 9 10-11 12 Benet +1 Cunning


Perception (Tracking) Cunning (Healing) Dexterity (Stealth)

+1 Magic
Magic (Spirit) Constitution (Stamina)

+1 Communication

Dragon Hack

Fighter
Some take up arms for glory, wealth, or revenge. Others do battle to prove themselves, to protect others, or because they know nothing else. Still others learn the ways of weaponcraft to hone their bodies in battle and prove their mettle in the forge of war. Lords of the battleeld, ghters are a disparate lot, training with many weapons or just one, perfecting the uses of armor, learning the ghting techniques of exotic masters, and studying the art of combat, all to shape themselves into living weapons. Far more than mere thugs, these skilled warriors reveal the true deadliness of their weapons, turning hunks of metal into arms capable of taming kingdoms, slaughtering monsters, and rousing the hearts of armies. Soldiers, knights, hunters, and artists of war, ghters are unparalleled champions, and woe to those who dare stand against them. Playing a Fighter: If you choose to play a ghter, pick one of the following ability focuses: Strength (Might) or Constitution (Stamina). Take the Warrior class. Roll twice on the accompanying table for additional benets. If you get the same result twice, re-roll until you get something different. As a ghter, your character gains special abilities called traits at odd levels. Fighter traits through third level are as follows: Level 1. Weapon Training: Fighters are rst and foremost weapon masters, training day and night to become unequaled martial combatants. Pick a weapon group, you gain a +1 to attack and damage rolls with weapons from that group. This bonus grows to +2 at fth level, +3 at 10th, +4 at 15th and +5 at 20th. At each of these levels the ghter can pick a new, additional weapon group to master, which starts with a +1 bonus. Level 3. Armor Training: Fighters excel at the use of armor in combat, gaining greater freedom of movement than other warriors. Their armor penalty to speed is reduced by 2 at third level, by 3 at fth level, by 4 at seventh level and by 5 at 10th level. 20/30

Fighter 2d6 Roll 2 3-4 5 6 7-8 9 10-11 12 Benet +1 Communication


Communication (Leadership) Perception (Seeing) Cunning (Military Lore)

+1 Strength
Dexterity (Initiative) Willpower (Morale)

+1 Perception

Dragon Hack

Monk
For the truly exemplary, martial skill transcends the battleeldit is a lifestyle, a doctrine, a state of mind. These warrior-artists search out methods of battle beyond swords and shields, nding weapons within themselves just as capable of crippling or killing as any blade. These monks (so called since they adhere to ancient philosophies and strict martial disciplines) elevate their bodies to become weapons of war, from battle-minded ascetics to self-taught brawlers. Monks tread the path of discipline, and those with the will to endure that path discover within themselves not what they are, but what they are meant to be. Playing a Monk: If you choose to play a monk, pick one of the following ability focuses: Dexterity (Brawling) or Willpower (Self Discipline). Take the Rogue class. Roll twice on the accompanying table for additional benets. If you get the same result twice, re-roll until you get something different. As a monk, your character gains special abilities called traits at odd levels. Monk traits through third level are as follows: Monks start with 30 + Constitution + 1d6 Health. Level 1. Unarmed Combat: Monks gain the Unarmed Style (Novice) talent at rst level. When ghting unarmed, monks can make two attacks as a single major action. The number of unarmed attacks a monk can make in a single action increases to three at fth level, and four at 10th level. Only the rst of these attacks gains the bonuses for a backstab. When ghting without armor, the monk gains a natural AR equal to his Cunning. Level 3. Combat Training: The monk continues to excel at unarmed combat as his experience increases. At third level and above he adds his Cunning to the damage he deals in unarmed combat. At third level the monk gains the ability to perform a special Stunning Fist stunt for 4 SP. Opponents struck by the stunt must pass a Constitution (Stamina) test against the monks attack roll or be affected as per the Daze spell. He also gains a +2 bonus to his Speed.

Monk 2d6 Roll 2 3-4 5 6 7-8 9 10-11 12 Benet +1 Strength


Strength (Climbing) Perception (Seeing) Cunning (Healing)

+1 Dexterity
Dexterity (Acrobatics) Communication (Investigation)

+1 Cunning

21/30

Dragon Hack

Paladin
Through a select, worthy few shines the power of the divine. Called paladins, these noble souls dedicate their swords and lives to the battle against evil. Knights, crusaders, and law-bringers, paladins seek not just to spread divine justice but to embody the teachings of the virtuous deities they serve. In pursuit of their lofty goals, they adhere to ironclad laws of morality and discipline. As reward for their righteousness, these holy champions are blessed with boons to aid them in their quests: powers to banish evil, heal the innocent, and inspire the faithful. Although their convictions might lead them into conict with the very souls they would save, paladins weather endless challenges of faith and dark temptations, risking their lives to do right and ghting to bring about a brighter future. Playing a Paladin: If you choose to play a paladin, pick one of the following ability focuses: Constitution (Stamina) or Dexterity (Riding). Take the Warrior class. Roll twice on the accompanying table for additional benets. If you get the same result twice, re-roll until you get something different. As a paladin, your character gains special abilities called traits at odd levels. Paladin traits through third level are as follows: Level 1. Sense Evil: At rst level, paladins gain the ability to sense the presence of evil beings or intentions. The paladin gains a +2 to her Perception (Empathy) tests to discern the motives or sense the presence of evil creatures. Level 3. Lay on Hands: While considered an instrument of war, paladins also know that the tide of battle can depend on the health of their allies. As a major action, paladins can heal themselves or their allies a number of times per day equal their Willpower. The amount healed is equal to 1d6 plus the paladins Willpower (Faith). This amount grows to 2d6 at seventh level and 3d6 at 11th.

Paladin 2d6 Roll 2 3-4 5 6 7-8 9 10-11 12 Benet +1 Willpower


Willpower (Faith) Perception (Empathy) Cunning (Military Lore)

+1 Strength
Strength (Heavy Blades) Communication (Leadership)

+1 Communication

22/30

Dragon Hack

Ranger
For those who relish the thrill of the hunt, there are only predators and prey. Be they scouts, trackers, or bounty hunters, rangers share much in common: unique mastery of specialized weapons, skill at stalking even the most elusive game, and the expertise to defeat a wide range of quarries. Knowledgeable, patient, and skilled hunters, these rangers hound man, beast, and monster alike, gaining insight into the way of the predator, skill in varied environments, and ever more lethal martial prowess. While some track man-eating creatures to protect the frontier, others pursue more cunning gameeven fugitives among their own people. Playing a Ranger: If you choose to play a ranger, pick one of the following ability focuses: Constitution (Stamina) or Dexterity (Stealth). Take the Warrior class. Roll twice on the accompanying table for additional benefits. If you get the same result twice, re-roll until you get something different. As a ranger, your character gains special abilities called traits at odd levels. Ranger traits through third level are as follows: Rangers must wear Light Mail or lighter armor. Level 1. Combat Style: Rangers can choose to specialize in a weapon style at rst level. The ranger chooses to specialize as either an archer or dualweapon ghter. Rangers who choose archery gain the Archery Style (Novice) talent and Dexterity (Bows) focus. When targeting an opponent within half of the weapons short range, the ranger can add her Strength to the damage instead of Perception, or the greater of her Dexterity or Perception to the damage scored by a crossbow. Rangers suffer no penalty for ring at a target in melee combat. The ranger who chooses the two-weapon path gains the Dual Weapon Style (Novice) talent. At the Novice level, the ranger gets to add +1 to both her Defense and attack rolls when wielding two weapons, and rangers never suffer an increased Strength restriction on their off-hand weapon. At the Master level, the rangers follow up attack with her offhand weapon adds her full Strength to damage. Level 3. Pathnder: Few can hope to match the woodcraft of a ranger in the wild. Rangers gain their choice of the Cunning (Natural Lore) or Perception (Tracking) focuses. They also gain the Scouting (Novice) talent, ignoring that talents class restriction.

Ranger 2d6 Roll 2 3-4 5 6 7-8 9 10-11 12 Benet +1 Perception


Perception (Tracking) Communication (Animal Handling) Cunning (Nature Lore)

+1 Strength
Dexterity (Traps) Willpower (Self Discipline)

+1 Cunning

23/30

Dragon Hack

Sorcerer
Scions of innately magical bloodlines, the chosen of deities, the spawn of monsters, pawns of fate and destiny, or simply ukes of ckle magic, sorcerers look within themselves for arcane prowess and draw forth might few mortals can imagine. Emboldened by lives ever threatening to be consumed by their innate powers, these magic-touched souls endlessly indulge in and rene their mysterious abilities, gradually learning how to harness their birthright and coax forth ever greater arcane feats. Just as varied as these innately powerful spellcasters' abilities and inspirations are the ways in which they choose to utilize their gifts. While some seek to control their abilities through meditation and discipline, becoming masters of their fantastic birthright, others give in to their magic, letting it rule their lives with often explosive results. Regardless, sorcerers live and breathe that which other spellcasters devote their lives to mastering, and for them magic is more than a boon or a eld of study; it is life itself. Playing a Sorcerer: If you choose to play a sorcerer, pick one of the following ability focuses: Cunning (Arcane Lore) or Dexterity (Initiative). Take the Mage class. Roll twice on the accompanying table for additional benets. If you get the same result twice, re-roll until you get something different. As a sorcerer, your character gains special abilities called traits at odd levels. Sorcerer traits through third level are as follows: Level 1. Bloodline: Sorcerers pick the bloodline that is the source of their power. They gain the Magic focus in the magic school associated with their bloodline. Because the magic they cast ows in their veins, sorcerers can use the Fast Casting stunt for 3 SP. Ask your GM about the bloodlines you can choose from. Level 3. Amplify Magic: The sorcerer can empower their spells with the magical energy that ows in their blood. They can add 1d6 to the damage of any spell by doubling the mana cost. They can increase the damage of their Arcane Lance by paying 3 Mana.

Sorcerer 2d6 Roll 2 3-4 5 6 7-8 9 10-11 12 Benet +1 Communication


Communication (Persuasion) Willpower (Self Discipline) Perception (Searching)

+1 Magic
Magic (Arcane Lance) Cunning (Cultural Lore)

+1 Cunning

24/30

Dragon Hack

Summoner
While many who dabble in the arcane become adept at beckoning monsters from the farthest reaches of the planes, none are more skilled at it than the summoner. This practitioner of the arcane arts forms a close bond with one particular outsider, known as an eidolon, who gains power as the summoner becomes more procient at his summoning. Over time, the two become linked, eventually even sharing a shard of the same soul. But this power comes with a price: the summoner's spells and abilities are limited due to his time spent enhancing the power and exploring the nature of his eidolon. Playing a Summoner: If you choose to play a summoner, pick one of the following ability focuses: Communication (Animal Handling) or Cunning (Arcane Lore). Take the Mage class. Roll twice on the accompanying table for additional benets. If you get the same result twice, re-roll until you get something different. As a summoner, your character gains special abilities called traits at odd levels. Summoner traits through third level are as follows: Level 1. Eidolon: A summoner gains the ability to call to his side a powerful outsider known as an eidolon. A summoner can summon his eidolon in a ritual that takes 1 minute to perform. The eidolon's physical appearance is up to the summoner, but it always appears as some sort of fantastical creature. Ask your GM about the eidolons combat abilities and how it advances as the summoner grows in power. Whenever an eidolon takes enough damage to send it back to its home plane, the summoner can, as a free action, sacrice any number of his Health, which reduces the damage taken by the eidolon by the same amount. Level 3. Summon Monster: The summoner gains the ability to call other monsters to his side beyond his eidolon. At third level the summoner can call forth 1d3 Blight Wolves to serve him as a Spirit, utility spell that requires a major action. The spell costs 7 Mana, has a TN of 13 and the wolves remain for as many rounds as the Summoners Communication. Any remaining wolves can be sustained by spending 3 Mana per wolf, per round. He cannot summon other creatures while his eidolon is present. 25/30

Summoner 2d6 Roll 2 3-4 5 6 7-8 9 10-11 12 Benet +1 Willpower


Willpower (Self Discipline) Cunning (Natural Lore) Constitution (Stamina)

+1 Magic
Magic (Spirit) Communication (Bargaining)

+1 Communication

Dragon Hack

Thief
Life is an endless adventure for those who live by their wits. Ever just one step ahead of danger, thieves bank on their cunning, skill, and charm to bend fate to their favor. Never knowing what to expect, they prepare for everything, becoming masters of a wide variety of skills, training themselves to be adept manipulators, agile acrobats, shadowy stalkers, or masters of any of dozens of other professions or talents. Rogues and gamblers, fast talkers and diplomats, bandits and bounty hunters, and explorers and investigators all might be considered thieves, as well as countless other professions that rely upon wits, prowess, or luck. Although many thieves favor cities and the innumerable opportunities of civilization, some embrace lives on the road, journeying far, meeting exotic people, and facing fantastic danger in pursuit of equally fantastic riches. In the end, any who desire to shape their fates and live life on their own terms might come to be called thieves. Playing a Thief: If you choose to play a thief, pick one of the following ability focuses: Communication (Deception) or Dexterity (Stealth). Take the Rogue class. Roll twice on the accompanying table for additional benets. If you get the same result twice, re-roll until you get something different. As a thief, your character gains special abilities called traits at odd levels. Thief traits through third level are as follows: Level 1. Quick Blade: As a thief youve learned to make use of your natural nesse in combat. You can add your Dexterity instead of Strength to damage you deal with weapons from the Brawling, Light Blades or Staves groups. Level 3. Treasure Hunter: Thieves excel at getting into and out of sticky situations, as such their knowledge of traps is unparalleled. You gain the Dexterity (Traps) focus and the Trap Making (Novice) talent.

Thief 2d6 Roll 2 3-4 5 6 7-8 9 10-11 12 Benet +1 Communication


Communication (Gambling) Cunning (Poison Lore) Strength (Jumping)

+1 Dexterity
Dexterity (Light Blades) Cunning (Evaluation)

+1 Cunning

26/30

Dragon Hack

Witch
Some gain power through study, some through devotion, others through blood, but the witch gains power from her communion with the unknown. Generally feared and misunderstood, the witch draws her magic from a pact made with an otherworldly power. Communing with that source, using her familiar as a conduit, the witch gains not only a host of spells, but a number of strange abilities known as hexes. As a witch grows in power, she might learn about the source of her magic, but some remain blissfully unaware. Some are even afraid of that source, fearful of what it might be or where its true purposes lie. While many witches are recluses, living on the edge of civilization, some live within society, openly or in hiding. The blend of witches' spells makes them adept at lling a number of different roles, from seer to healer, and their hexes grant them a number of abilities that are useful in a ght. Playing a Witch: If you choose to play a witch, pick one of the following ability focuses: Cunning (Natural Lore) or Magic (Hex). Take the Mage class. Roll twice on the accompanying table for additional benets. If you get the same result twice, re-roll until you get something different. As a witch, your character gains special abilities called traits at odd levels. Witch traits through third level are as follows: Level 1. Black Magic: Instead of gaining the Arcane Lance power, witches gain hexes that can be used as a major action without expending mana. If a witch beats her target in an appropriate opposed Magic (Hex) test, she can choose to inict one of her hexes on them, such as Evil Eye: The victim suffers a -2 to the witch's choice of Defense, attack rolls or ability tests for a number of rounds equal her Communication. Ask your GM for a list of hexes you can choose from. The witch also gains a familiar as a magical pet who serves as a loyal companion and enhances the witchs skills and senses. Level 3. Succor: The witchs hex can heal as well as hurt. The witch can use the Succor hex to grant one ally within range of her or her familiar 1d6 Health.

Witch 2d6 Roll 2 3-4 5 6 7-8 9 10-11 12 Benet +1 Perception


Perception (Searching) Cunning (Poison Lore) Willpower (Courage)

+1 Magic
Magic (Spirit) Communication (Bargaining)

+1 Communication

27/30

Dragon Hack

Wizard
Beyond the veil of the mundane hide the secrets of absolute power. The works of beings beyond mortals, the legends of realms where gods and spirits tread, the lore of creations both wondrous and terriblesuch mysteries call to those with the ambition and the intellect to rise above the common folk to grasp true might. Such is the path of the wizard. These shrewd magic-users seek, collect, and covet esoteric knowledge, drawing on cultic arts to work wonders beyond the abilities of mere mortals. While some might choose a particular eld of magical study and become masters of such powers, others embrace versatility, reveling in the unbounded wonders of all magic. In either case, wizards prove a cunning and potent lot, capable of smiting their foes, empowering their allies, and shaping the world to their every desire. Playing a Wizard: If you choose to play a wizard, pick one of the following ability focuses: Cunning (Arcane Lore) or Magic (Arcane Lance). Take the Mage class. Roll twice on the accompanying table for additional benets. If you get the same result twice, re-roll until you get something different. As a wizard, your character gains special abilities called traits at odd levels. Wizard traits through third level are as follows: Level 1. Spellbook: Wizards learn a number of spells equal to 3 plus their Cunning at rst level, and an additional spell at each level thereafter. They can only memorize a number of spells per day equal to the amount gained through their classs Magic Training ability and level increases, though. Wizards choose which spells to memorize each morning. Wizards pick a spell school to specialize in as well, gaining the magic (Novice) talent for the school of their choice. Level 3. Arcane Bond: The Wizard gains a familiar, a magical pet who serves as a loyal companion and enhances the wizard's skills and senses and can aid him in magic. Ask your GM about possible choices of familiars and the bonuses they bestow.

Wizard 2d6 Roll 2 3-4 5 6 7-8 9 10-11 12 Benet +1 Cunning


Cunning (Research) Communication (Investigation) Perception (Searching)

+1 Magic
Weapon Group: Bows Willpower (Self Discipline)

+1 Willpower

28/30

Dragon Hack

Game Masters Reference Sheet


Sorcerer Bloodlines: Sorcerers can choose from the
following bloodlines at creation. In addition to the bonus received for their bloodline choice, sorcerers gain the Magic focus for the magic school associated with their bloodline. Aberrant: Entropy. There is a taint in your blood, one that is alien and bizarre. You gain the Communication (Deception) focus. Celestial: Creation. Your bloodline is blessed by a celestial power, either from a celestial ancestor or through divine intervention. You gain the Cunning (Healing) focus. Elemental: Primal.The power of the elements resides in you, and at times you can hardly control its fury. You gain the Strength (Intimidation) focus. Fey: Spirit. The capricious nature of the fey runs in your family due to some intermingling of fey blood or magic. You gain the Cunning (Natural Lore) focus.

Witch and Wizard Familiars: A familiar is an


animal chosen by a spellcaster to aid him in the study of magic. The animal gains 1 Defense for every two levels of the casters experience, and gains Health equal to the casters Constitution at each level. If the master is third level or higher, a familiar can deliver spell with a range of touch for him. Familiars impart special bonuses to their masters as follows: Cat: Master gains a +1 bonus on Dexterity (Stealth) tests. Fox or Weasel: Master gains a +1 bonus on Dexterity (Acrobatics) tests. Hawk or Owl: Master gains a +1 bonus on Perception (Seeing) tests. Rat: Master gains a +1 bonus Constitution (Stamina) tests. Raven: Master gains a +1 bonus on Cunning (Evaluation) tests. Spider: Master gains a +1 bonus on Strength (Climbing)

Summoner Eidolon: A summoners eidolon starts


with Health equal to 10 + the summoners Magic +1d6. It gains Health each level equal to the summoners Magic + 1d6. The creature can act on the summoners turn and gains its own major and minor action each round. At rst level the creature has the following scores: 0 Communication -2 Cunning 1 Constitution 3 Dexterity 0 Magic 2 Perception 2 Strength (Claw) 1 Willpower 13 Defense 12 Speed 3 Armor Rating Bite +3 1d6+2 Claw +4 1d6+2 Every level the eidolon gains advancement points that the summoner can can choose to spend right away or save for more expensive bonuses. Some sample advancement bonuses: 1 Point: Armor: Gain 1 Armor Rating. Bite: Gain a +1 to hit +1 to damage on bite attack. Claw: Gain a +1 to hit +1 to damage on claw attack. Mount: Gain training to serve as suitable combat mount for summoner. Skill: Gain 1 focus. 2 Points: Attribute: Gain 1 attribute advancement. Magic Attack: Treat one attack as magical for the purposes of harming creatures immune to non-magic weapons. 3 Points: Quick Bite: Allow a bite attack against an adjacent enemy as a special stunt costing 3 SP. 29/30

Witch Hexes: Witches gain hexes to use in place of


the Arcane Lance power. The witch chooses one hex she knows at rst level and can learn an additional one at every odd level thereafter. Charm: The witch gains a +2 to her Communication (Bargaining), Communication (Persuasion), and Communication (Seduction) tests against the target for a number of rounds equal her Communication. Test: Magic (Hex) vs. Willpower (Self Discipline). Evil Eye: The victim suffers a -2 to the witch's choice of Defense, attack rolls or ability tests for a number of rounds equal her Communication. Test: Magic (Hex) vs. Willpower (Courage). Fortune: The witch can grant an ally a boon of luck, bestowing a +2 bonus to her choice of attack rolls or ability tests for a number of rounds equal to her Communication. Ward: The witch can weave a spell of protection magic over an ally, granting them a +2 bonus to her choice of Defense or Armor Rating for a number of rounds equal her Communication.

Dragon Hack

Dragon Hack
A Pathnder Race and Class system for the Dragon Age Game
version 1.3

30/30

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